var status = -1;
var selectionLog = [];

function action(d, c, b) {
    if (status == 0 && d == 0) {
        cm.dispose();
        return
    }
    status++;
    selectionLog[status] = b;
    var a = -1;
    if (status <= a++) {
        cm.dispose()
    } else {
        if (status === a++) {
            cm.setPartner(1, 1540721, 80001638, 0);
            cm.setPartner(1, 1540722, 80001637, 0);
            cm.setPartner(1, 1540451, 80001636, 0);
            cm.curNodeEventEnd(true);
            cm.setInGameDirectionMode(true, false, true);
            cm.sendNormalTalk_Bottom("…………这是轰炸目标地区。", 37, 1540453, false, true);
            cm.curNodeEventEnd(true)
        } else {
            if (status === a++) {
                cm.sendNormalTalk_Bottom("女皇的判断没有错。\r\n如果我们没在空中阻止黑色天堂，而是在地面上进行防御的话……", 37, 1540451, true, true)
            } else {
                if (status === a++) {
                    cm.sendNormalTalk_Bottom("肯定只能束手无策地被攻击。", 37, 1540453, true, true)
                } else {
                    if (status === a++) {
                        cm.sendNormalTalk_Bottom("没错。\r\n敌人的目标从一开始就不是侵袭，而是轰炸。", 37, 1540451, true, true)
                    } else {
                        if (status === a++) {
                            cm.fieldEffect_InsertCanvas(1, 255, 0, 0, 0, 500, 0);
                            cm.inGameDirectionEvent_AskAnswerTime(500)
                        } else {
                            if (status === a++) {
                                cm.setInGameDirectionMode(false, true, false);
                                cm.dispose();
                                cm.warp(350058602, 0, true)
                            }
                        }
                    }
                }
            }
        }
    }
}

function start() {
    status = -1;
    action(1, 0, 0)
};